English

Wanderland: Geometrically Grounded Simulation for Open-World Embodied AI

Computer Vision and Pattern Recognition 2026-03-30 v2 Robotics

Abstract

Reproducible closed-loop evaluation remains a major bottleneck in Embodied AI such as visual navigation. A promising path forward is high-fidelity simulation that combines photorealistic sensor rendering with geometrically grounded interaction in complex, open-world urban environments. Although recent video-3DGS methods ease open-world scene capturing, they are still unsuitable for benchmarking due to large visual and geometric sim-to-real gaps. To address these challenges, we introduce Wanderland, a real-to-sim framework that features multi-sensor capture, reliable reconstruction, accurate geometry, and robust view synthesis. Using this pipeline, we curate a diverse dataset of indoor-outdoor urban scenes and systematically demonstrate how image-only pipelines scale poorly, how geometry quality impacts novel view synthesis, and how all of these adversely affect navigation policy learning and evaluation reliability. Beyond serving as a trusted testbed for embodied navigation, Wanderland's rich raw sensor data further allows benchmarking of 3D reconstruction and novel view synthesis models. Our work establishes a new foundation for reproducible research in open-world embodied AI. Project website is at https://ai4ce.github.io/wanderland/.

Keywords

Cite

@article{arxiv.2511.20620,
  title  = {Wanderland: Geometrically Grounded Simulation for Open-World Embodied AI},
  author = {Xinhao Liu and Jiaqi Li and Youming Deng and Ruxin Chen and Yingjia Zhang and Yifei Ma and Li Guo and Yiming Li and Jing Zhang and Chen Feng},
  journal= {arXiv preprint arXiv:2511.20620},
  year   = {2026}
}

Comments

CVPR 2026

R2 v1 2026-07-01T07:54:45.448Z